Monday 19 December 2022

The Fortress-Town of Latela

 

Art by Gao Xu, source


Sitting on the northern coast of the Great Bay of Norwold, not far from Barathmir, this town and fortresss has a total population of 5700, of whom about 4900 are in the town, the other 800 are in the fortress which is particularly impressive as it has been constructed on top of a massive rocky overhang. There are another 2100 or so folk in hamlets and farmsteads dotted around nearby who are subjects of the lord of Latela. The town is situated on the bay and has a small port used by merchants and fishermen. Latela has a distinctly Thyatian culture and most of the human settlers in the town are either first or second generation colonists from Thyatia itself. 

Latela was founded by Longtooth (male human thief22, chaotic) - superficially a Thyatian adventurer who sought to establish his own dominion here in Norwold, but he turned out to be an agent of Thyatis who turned against King Erical of Alpha in an attempt to seize as much of Norwold for Thyatis as possible. Longtooth was thwarted by more loyal and honourable nobles who sided with the King. Longtooth is now a persona non grata in Norwold and is supposed to be exiled from the region. In fact he now controls and influences from the shadows, based in his fortress of Latela. 

The lord of Latela is Baron Korronius Brunius (male human, fighter17, neutral), a Thyatian soldier turned adventurer who became powerful and ambitious enough that the authorities in Thyatis decided to give him an opportunity to establish his own realm - on the understanding that he owed Thyatis loyalty. When Longtooth failed in his bid to seize power, Korronius was shipped north as soon as possible and nominally took over Latela. Korronius does indeed handle the day to day running of the town including taxes, law and order and construction projects. But the political strategy is handled by Longtooth. Although he would never openly admit it, Korronius answers to Longtooth. 

Some in Alpha (the capital of Alphatian Norwold) wonder why King Ericall would allow a Thyatian to run a town in his kingdom. The simple answer is because this way King Ericall and his advisors know who Korronius is and can better monitor Thyatian activity in Norwold. Since Longtooth exposed his true loyalties, Ericall knows that Thyatis wants a foothold in Norwold and Ericall would rather know where that is and who is in charge. Besides, the population of Latela is Thyatian and they are more content if they are governed by someone they view as one of their own rather than an outsider.  King Ericall and his advisors do not yet realise Longtooth is still based in Latela - they think that Korronius is the top Thyatian in Norwold. 

Latela is a hotbed of intrigue and double-dealing. Alphatia and Thyatis are waging a cold war on the streets of Latela, with Thyatis having the upper hand, partly because of the culture and origins of the town but also because Thyatians have a natural talent for duplicity and betrayal. There are informants and agents of various sorts on every street. Alphatia has not yet managed to get an agent into the fortress yet but would dearly love to. The Alphatians quite rightly suspect that the fortress is the centre of Thyatian activity in the region but do not know what is being planned there. There is quite a lot of crime on the streets of Latela but this is more of a secondary problem. As far as the authorities of Latela is concerned, catching enemy spies is more important than catching criminals, especially when half the criminals are informants or assassins for the Thyatians. 

Baron Korronius actually tries to keep some sort of peace or at least status quo in the big picture. He knows that the forces of Latela would be hopelessly outnumbered if the Alphatians went to war, and also that the fortress, regardless of how imposing it is, would not stand against a force of powerful archmages from the Alphatian mainland. Therefore he does not want to provoke a conflict with Alpha.  Longtooth has a different point of view and tries to spread Thyatian spies and agents into as many Alphatian strongholds and dominions as possible. These spies may appear to be merchants, adventurers, mercenaries or any other cover that is useful. Subverting the loyal subjects of Alpha, whether by magical enchantment, blackmail, seduction or bribery is considered standard practice by these Thyatian spies. Although he would never disclose details about his agents, Longtooth has mentioned to Korronius that he controls at least 50 different Thyatian spies through Norwold, and each of those has a number of people under their influence. While Baron Korronius tries to avoid conflict, Longtooth believes it is inevitable and sees all Alphatians as the enemy, even if war has not broken out. The question is whether Longtooth's expectations become a self-fulfilling prophecy. 

In terms of conventional military power, Latela has 750 troops, both heavy infantry (banded armour and polearms)  and light skirmishers with longbows, leather armour and shortswords. Some of those skirmishers are not as tough as regular soldiers but are surprisingly good at hiding and moving silently and then backstabbing enemies with their shortswords. The town does not have a navy as such but can commandeer fishing vessels when sea transport is required.  

There is the House of the Shimmering Star, an informal mages' guild where training and learning new spells is on offer in return for a steep fee. The archmage in charge of this establishment is Mellax the Incomparable (male human Magic User24, chaotic), a Thyatian by birth. He is playing a dangerous game, acting as an informant for both Longtooth and also the Alphatians, telling both sides about new magic users in town and also using his magical powers to assist each side without giving away his own position. But he has recently been found out by the Alphatians - they gave him a crystal ball with which to spy on the Thyatians. But the crystal ball also allows a mage in Alpha with a similar crystal ball to see and hear through the crystal ball in Mellax's possession without Mellax knowing - The Alphatians have planted a magical bug in Mellax's office. 

The Shrine of Equilibrium is a small temple with twelve clerics devoted to the philosophy of Neutrality, led by Honoria Vennatrix (female human cleric15, neutral). Despite various efforts by both Alphatians and Thyatians, the clerics have generally kept themselves detatched from the politics and espionage so rife in this town. There are times when a cleric has been compromised, and then they have "recused" themselves, declaring they can no longer be as impartial as they should be and leaving the town and the shrine before they can be compelled to cause mischief. Some agents respect this neutrality and leave the clerics alone, but for other spies the clerics' reputation as being neutral makes them even more tempting targets for recruitment - after all, who would suspect them?  

Despite its intrigues and questionable allegiences, Latela is generally a safe place to visit and do business. There is a modest trade in pine timber, fishing (including crabs and lobsters, considered a delicacy in Alpha) and pork. Adventurers sometimes use Latela as a base from which to venture further north into the hinterlands. The most important warning would be to stay out of local affairs. Even if an incident is not directly connected to the Thyatians vs Alphatians, any sort of violence or heroics will attract the attention of various spies who will attempt to recruit the adventurers as new assets, or worse, suspect the adventurers are working for the other side. 

Beyond the town walls there is a vast stretch of coniferous taiga, the eastern Lothbarth Forest. This place is not safe for any but the most experienced of soldiers and adventurers. About 8 miles from Lothbarth there is a vicious tribe of orc, the Ear-Rippers, who attack all humans and demihumans regardless of allegience. Every few years the orcs cause enough trouble that the lord of Latela sends his forces to destroy the orcs and there is a bloody battle. Although the orcs are generally defeated on the battlefield, they have never been properly wiped out, always regrouping and repopulating in a few months. Another threat is a pack of werewolves based in Splinteraxe village, a logging camp. The humans in the village are terrified and subjugated by their lycanthrope rulers. Although the werewolves generally go after animal prey, they will sometimes turn on human villagers that have defied them, or travelers who pass nearby. Longtooth is aware of the situation in Splinteraxe, but rather than killing the werewolves he is trying to find a way to use them against the Alphatians.  

Tuesday 13 December 2022

Scenario #9: The Ruined Arvorian Outpost

 

Art by Dziga Kaiser, source

Introduction

This is a short scenario for characters of levels 2-3 that follows on from scenario #7. It is another part of my rather ambitious idea of a grand campaign based in Norwold

After the orcs with the green amulet  PCs are directed to a camp of lupins who have recently traded with Berresford the trapper. This is the Alvini pack, who roam not far from Barathmir in the Lothbarth forest. The leader asks the PCs to deal with an outpost of Chaotic humans who have been causing problems for the lupins. 
The outpost is led and advised by an Arvorian tasked with searching the area for eldritch crystals. She has a lead-lined chest holding several pieces. 
Her name is Althonai, 3rd level Arcane Knight F/MU
There is also a human twisted summoner, Baljoria, 3rd level, who has a small contingent of monstrous minions. 
Berresford has been captured by the chaos cultists and is being interrogated by Althonai and the senior cultist as to where he found the Eldritch crystal so they can find more. Although closed-mouth with his captors, he will be more open and talkative with rescuers once he believes he can trust them. Berresford can point them to another ruin where he found the amulet. 


Key to the map of the Outpost:


Courtyard: Empty but as PCs enter via the fallen portcullis there is a 50% chance that the archers in room #4 will be alert and start shooting arrows at them. 
  1.  Entrance Hall: Here are 2 chaos soldiers and 2 chaos archers. They are standing guard around a brazier. They will attack any strangers. This room also has stairs leading up to the middle floor. 
  2. Empty
  3. 1 chaos sergeant + 2 chaos soldiers. They are sitting a table sharing a bottle of wine. This room also has stairs heading down into the dungeon level, but this is left for DMs to develop. If you don't want to bother with creating the dungeon level, this stairway down does not exist. 
  4. 2 chaos archers. Anyone walking through the passageway from outside into the courtyard over the fallen portcullis has a 50% chance of alerting these archers who will try to shoot intruders through the arrow slits. 
  5. Rubbish dump. 7 giant rats (AC 7, HD 1/2, hp 3, Mv 120', THAC0 20, Att 1 bite for 1d3 + possible disease, Ml 8, Save F1, Al N, Int 2, XP 7) have made their nest here. They will not attack humans that simply add to the dump (they know the cultists bring them wasted food) but if anyone starts poking around they will defend their lair viciously.
  6. Empty
  7. Abandoned smithy. Here is an old forge with anvil, furnace (now cold) and a few tools including an abandoned War Hammer +1 that also acts as a smith's hammer. It has dwarvish runes engraved into the head. However, there is also a Crab Spider (AC 7, HD 2*, hp 8, Mv 120', THAC0 18, Att 1 bite for 1d8 + poison, Ml 7, Save F1, Al N, Int 1, XP 25)  lurking in the rafters and it will attack if anyone lingers here longer than a round. 
  8. Empty
  9. Latrines: This filthy place is still in use by the cultists. It consists of wooden benches with bum-shaped holes carved into them sitting over two large pits of filth. The stench is horrible and anyone entering here must make a save vs poison or suffer -2 Str and -2 to saving throws for 1d4 turns due to nausea. The inhabitants of the outpost have become inured to to this initially overpowering odour. There is nothing of value here. 
  10. Stables. In here are the skeletal remains of 4 unfortunate horses, plus various bits of tack and harness now decayed beyond use. 
  11. 3 giant shrews (AC 4, HD 1, hp 5, Mv 180', THAC0 19, Att 2 bites for 1d6 each, Ml 10, Save F1, Al N, Int 1, XP 15) live here. They are effectively blind and sense intruders by sound. They hide among a pile of discarded furniture, most of which is worthless but there are 2 elaborately carved chairs and a table that are still well-preserved: the chairs are worth 50gp each and the table 120gp but they are bulky items and not easy to haul around. 
  12. Training Room. Here are 2 chaos soldiers and 1 chaos archer, as well as wooden dummies, a straw target for archery at the west end of the room and a weapons rack with 4 spears, 3 hand axes and a barrel of 30 arrows. There is also a flight of stair heading up to the top floor. 
  13. Empty
  14. 2 hobgoblin mercenaries + 1 chaos sergeant
  15. 4 hobgoblin mercenaries
    15a) corridor. This is patrolled by 2 hobgoblin mercenaries
  16. Empty
  17. 1 Chaos Sergeant & 1 female Chaos Adept (AC 5, HD C2, hp 6, Move 90',  THAC0 19, Att 1 mace for 1d6+1, Ml 10, Save C2, Al C, Int 11, XP 35, Equipment: Chain mail, mace, black robes, unholy symbol, 25sp, Spells: Darkness (reverse of Light))
  18. Empty
  19. Hobgoblin Leader (AC4, HD 2+2, hp 13, Mv 90', THAC0 17, Att 1 sword for 1d8+2, Ml 10, Save F2, Al C, Int 10, Equipment: Chain Mail, Shield, Sword +1). This is the leader of the hobgoblin mercenaries. As well as commanding their loyalty he also holds the gang's treasure in a chest: 4530sp, 355gp and 4 crimson spinel gems worth 100gp each. 
  20. 3 hobgoblin mercenaries
  21. Empty apart from food stores (boxes of iron rations and barrels of wine and beer). 
  22. 4 chaos soldiers are resting here on simple beds. 
  23. 4 kobolds (AC 7, HD 1/2, hp 3, Mv 60', THAC0 20, Att 1 dagger for 1d4, Ml 7, Save NM, Al C, Int 8, XP 5). These are minions of Baljoria, the Twisted Summoner in room 24 and have no treasure of their own. 
  24. Baljoria the Summoner (AC 9, HD MU3, hp 6, THAC0 20, Att 1 dagger for 1d4+1 or 1 spell, Ml 8, Save MU3, Al C, Int 15, XP 50, Equipment: Dagger +1, Spellbook, Spells: Charm Person, Magic Missile, Mirror Image) + pet Giant Lynx (stats as mountain lion AC 6, HD 3+2, Mv 150', THAC0 16, Att 2 claws/1 bite for 1d3/1d3/1d6, Ml 8, Save F2, Al N, Int 2, XP 50). Baljoria has a sack underneath her bed that contains her valuables: 340gp, 1110sp, 32pp and her precious spellbook (containing the following spells: Read Magic, Detect Magic, Charm Person, Magic Missile, Hold Portal, Mirror Image, Web, Locate Object).
  25. Portcullis Winch Room: 4 orcs (AC 6, Move 120', HD 1, hp 6, 5, 4, 4, THAC0 19, Att 1 spear for 1d6, Ml 8, Save F1,  Al C, Int 8, XP 10 each. Equipment: Leather armour, shield, spear, 10sp each), under control of Baljoria the Summoner. They stand guard over their prisoner, Berresford (AC 9, HD F2, hp 4 (normally 10), Mv 60' (normally 120') , THAC0 20, Att none, Ml 4, Save F2, Al N, Int 10, XP 20) who has been beaten and tortured and is currently tied up to the winch mechanism. Berresford is not in a fit state either physically or mentally and will be ineffective until he has time to recuperate. 
  26. 2 Arvorian novices (AC 5, HD E1, hp 4, Mv 90', THAC0 20, Att 1 weapon  for 1d8, or 1 spell, Ml 8, Save E1, Al C, Int 12, XP 15, Equipment: Chain Mail, Sword, 15sp each, Spells: Cure Light Wounds/Darkness). These are the assistants to Althonai and are Eldritch Crusaders, so they have clerical spells, not MU spells. . 
  27. Althonai the Arcane Knight (AC 2, HD E3, hp 13, Mv 60', THAC0 17, Att 1 weapon for 1d8+1 or 1 spell, Ml 10, Save E3, Al C, Int 13, XP 50, Equipment: Plate Mail, Sword +1., keys to locked boxes, spells: Darkness, Charm Person, Caustic Bolt) is the leader of this outpost. As well as her bed plus a table and chair, she has two boxes, both locked. The keys to both are around her neck. In one box is 530gp, 45pp & a non-magical silver and amethyst ring worth 400gp. The second box is made of lead. Inside there are 3 Eldritch Crystals and written instructions. Fortunately unlike the Eldritch Crystal found by the orcs in Scenario #8, these are not immediately dangerous to those handling them.  The instructions are described below after the map key.
  28. Brutus the Chaos Warrior (AC 2, HD F4, hp 22, Mv 60', THAC0 16, Att 1 weapon for 1d8+2, Ml 11, Save F4, Al C, Int 11, XP 75, Equipment: Plate Mail +1, Battleaxe) is the human lieutentant to Althonai and helps her control and motivate the chaotic humans of the outpost. His gothically ornate magical suit of plate mail +1 is his pride and is crafted from Hellforged Iron. He does not bother with coin treasure - his stash underneath a loose floorboard is a silk bag containing 6 jade gems worth 100gp each. 
  29. Empty
  30. Empty apart from crows and ravens. 

Stats for Common Encounters in the Outpost

Chaos Soldier: AC 4, HD F1, hp 5, Mv 90', THAC0 19, Att 1 weapon for 1d6, Ml 8, Save F1, Al C, Int 9, XP 15, equipment: chain mail, shield, hand axe or spear, 2d6sp
Chaos Archer: AC 7, HD F1, hp 4, Mv 120', THAC0 19, Att 1 weapon for 1d6 or 1 arrow for 1d5, Ml 8, Save F1, Al C, Int 10, XP 15, equipment: leather armour, shortsword, shortbow, quiver + 10 arrows, 2d6sp
Chaos Sergeant: AC 4, HD F2, hp 10, Mv 60', THAC0 18, Att 1 weapon for 1d8, Ml 10, Save F2, Al C, Int 10, XP 25, equipment: chain mail, shield, normal sword, 2d4gp
Hobgoblin Mercenary: AC 6, HD 1+1, hp 6, Mv 90', THAC0 18, Att 1 sword for 1d8, Ml 8, Save F1, Al C, Int 9, XP 15, equipment: Leather armour, shield, normal sword, 3d6sp

Concluding the adventure

The written instructions in Althonai's box of eldritch crystals are in the Arvorian script, and require a Read Languages spell to comprehend. They instruct Althonai to find as many eldritch crystals and then return them to the  Arvorian fort of Errumos to the north, to then be passed on to the City of Madness

If Berresford is rescued he can tell the PCs where he found the Eldritch crystal from Scenario #7 and points them to an old ruined tower of Arvorian design found on the border between the coniferous Lothbarth forest and the tundra. 

There are no strict requirements for which the PCs should visit first (the fort of Errumos or Berresford's ruined tower) but it should lead the PCs deeper into the realm and activities of the Arvorians. 

If the PCs ask around town about the Arvorians or eldritch crystals they are met with ignorance from all except Sorsoni the Sage, who is both fascinated and concerned by both. Sorsoni has only heard a little about the Arvorians, but it is enough to scare him. He knows that they are loosely related to elves and that their civilization is at least as old as that of the elves and perhaps dates back to Blackmoor days. He also knows that Arvorians are worshippers of Chaos and are nearly always malevolent. Any knowledge beyond this is up to the PCs to investigate for themselves. 

The lupins who guided the PCs to this outpost also know something of the Arvorians, and again can guide the PCs to the ruined tower that Berresford found the first Eldritch crystal in, though they do not know about the fort of Errumos. 


Saturday 3 December 2022

Anashfet and the Restless Undead of Nithia

Image by DusanMarkovic, source

Across northern Ylaruam there are dotted sites of the ancient Nithian civilization that died out long before the rise of the Emirates and the Eternal Truth. These range from simple shrines to entire buried cities, from farmsteads to huge pyramids that contain wealth and horror in equally large amounts. The Nithian civilization thrived between 1500BC and 500BC. Their culture was characterised by great reverence for death and the great effort put into the preservation and burial of their dead. Even lowly paupers were given a proper burial, while their great kings, known as pharaohs, had grand pyramids constructed as their tombs. Even lower officials and priests were buried in tombs with great ceremony and careful ritual. Given the generations of Nithians who lived and died during the millenium of the Nithian Empire, there are probably millions of preserved corpses under the sands of northern Ylaruam. 

Anashfet was one of the most powerful clerics in the later days of Nithia, and it is said he was the power behind the throne of Pharoah Kerathis II. But his influence was malignant, for although Anashfet claimed to be a follower of Neutrality, in actual fact he secretly worshipped Chaos. He dreamt of being elevated by the forces of darkness to the status of Chaos Prince and he conducted many dark and foul rituals to further this goal. But Anashfet was found out after one of his captives, due to be sacrificed to the powers of Chaos, escaped and told the Pharoah and his officials. Anashfet fled the capital with his most loyal retainers into the foothills of the north where they evaded the Pharoah's men who had attempted to capture Anashfet. He had already created a secret hideout for such a contingency, and he and his followers built it up into a veritable fortress of evil, said to be east or northeast of what is now Cinsa-Men-Noo. It was here that he was inspired to look at an alternative to Chaos Princehood - lichdom. Normally the domain of magic-users, his research and communing with chaotic powers beyond this world showed that it was possible to become a clerical lich, using the blasphemously evil magic developed in Allaktos known as Soul Magic. 

After gathering the materials and texts necessary, Anashfet and his most devoted disciples of Chaos carried out the ritual, and Anashfet swallowed the potion that would end his mortal life and bring him back as one of the undead. It did the first part - the potion killed Anashfet. But his corpse just laid there, while his disciples became increasingly worried and puzzled. After a week of his body lying on the slab, the followers that had not just given up and wandered off decided to bury Anashfet. He was mummified in accordance with the rituals of Nithian religion and buried in an ornate tomb underneath the fortress hideout that had been his home in exile. 

A thousand years passed. And then foolhardy adventurers exploring northern Ylaruam found the fortress of Anashfet and searched it for buried treasure. Maybe they spoke some magic words from an ancient text or maybe it was when one of their company fell into a pit trap and was skewered by the spikes at the bottom. It is not known exactly what they did but something happed that completed the ritual that had not worked a thousand years before. Anashfet awoke, in his funeral wrappings, and slew the insolent mortals. Confused about his circumstances, Anashfet then spent time gradually learning about his situation and also gathering undead forces to him, using many different spells and rites to reanimate the buried dead of Nithia and bind them to his command. For over 300 years he has been gradually developing his hidden realm of undeath. 

He is familiar with Allaktos, including its layout, its inhabitants and many of its secret rituals of Soul Magic. He has even conversed with some of the resident liches (at least when they are sane enough) but he is not a resident of that forbidden place. He is currently establishing outposts based in ancient Nithian ruins where undead lieutenants (typically mummies, though sometimes spectres or wights) command companies of animated skeletons and zombies at his whim. As well as the well-established forms of undead, Anashfet has also recruited some much rarer types such as coffer corpses, ghasts, heucuvas,  and death knights. Some of his mummified lieutenants can cast chaotic clerical spells. He has also applied the Animate Dead spell to the bodies of non-humanoid creatures, with unpredictable but terrifying results. The skeletal centaurs pulling Nithian war chariots ridden by Bone Warrior archers are frighteningly effective skirmishers in the open desert.   

Anashfet's grand scheme is to establish an empire of undeath, completely overrunning the mortals of Ylaruam with their foolish ideas of the Eternal Truth. And after that, the barbarians to the north in Vestland and Soderfjord, and then those upstart backstabbers in Thyatis, and then who knows where next? Anashfet dreams of recreating the Nithian Empire in all its glory, only more terrible and awesome for having shed the weakness and foibles of the living and finding new strength, determination and discipline in undeath.  

But he has his enemies, most notably the Holy Killers of the Eternal Secret - this is exactly why they feel justified in lethal force against foolish adventurers disturbing ancient Nithian tombs. Except that now the cat is out of the bag, or rather the Lich is out of the tomb. The Holy Killers are experts at killing mortals, not destroying the undead. They are aware of the growing undead presence in northern Ylaruam (although not of Anashfet himself) and are debating among themselves the best way to deal with this.  Perhaps an alliance with carefully selected clerics of the Eternal Truth? Or maybe hire adventurers, but then dispose of them if they learn too much of ancient Nithia? 

Anashfet's growing forces are currently unknown to the rulers of the Emirates. But it is only a matter of time before they start to encroach on living settlements, and then the living and the undead will clash in battle. It is quite possible that adventurers will stumble on an outpost such as a forgotten Nithian temple in their wanderings. Whether they realise this is part of a grander scheme or just dismiss it as another haunted ruin is uncertain - perhaps if the adventurers encounter enough undead they will realise the pattern. 

Art by Jian Li, source